// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "../Global.h" #include "ChemistryStickItem.hpp" #define BEFORE_EXTRA #undef BEFORE_EXTRA class SparklerItem : public ChemistryStickItem { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_SPARKLERITEM public: class SparklerItem& operator=(class SparklerItem const &) = delete; SparklerItem(class SparklerItem const &) = delete; SparklerItem() = delete; #endif public: /*0*/ virtual ~SparklerItem(); /*1*/ virtual void hurtEnemy(class ItemStack &, class Mob *, class Mob *) const; /*2*/ virtual void __unk_vfn_2(); /*3*/ virtual void __unk_vfn_3(); /*4*/ virtual bool isExperimental(class ItemDescriptor const *) const; /*5*/ virtual bool isValidRepairItem(class ItemStackBase const &, class ItemStackBase const &) const; /*6*/ virtual class Item & setMaxStackSize(unsigned char); /*7*/ virtual class Item & setCategory(enum CreativeItemCategory); /*8*/ virtual class Item & setStackedByData(bool); /*9*/ virtual class Item & setMaxDamage(int); /*10*/ virtual class Item & setHandEquipped(); /*11*/ virtual class Item & setUseAnimation(enum UseAnimation); /*12*/ virtual class Item & setMaxUseDuration(int); /*13*/ virtual class Item & setRequiresWorldBuilder(bool); /*14*/ virtual class Item & setExplodable(bool); /*15*/ virtual class Item & setFireResistant(bool); /*16*/ virtual class Item & setIsGlint(bool); /*17*/ virtual class Item & setShouldDespawn(bool); /*18*/ virtual void __unk_vfn_18(); /*19*/ virtual bool canBeDepleted() const; /*20*/ virtual void __unk_vfn_20(); /*21*/ virtual void __unk_vfn_21(); /*22*/ virtual bool isStackedByData() const; /*23*/ virtual void __unk_vfn_23(); /*24*/ virtual void __unk_vfn_24(); /*25*/ virtual void __unk_vfn_25(); /*26*/ virtual void __unk_vfn_26(); /*27*/ virtual void __unk_vfn_27(); /*28*/ virtual void __unk_vfn_28(); /*29*/ virtual bool isGlint(class ItemStackBase const &) const; /*30*/ virtual void __unk_vfn_30(); /*31*/ virtual void __unk_vfn_31(); /*32*/ virtual void __unk_vfn_32(); /*33*/ virtual void __unk_vfn_33(); /*34*/ virtual void __unk_vfn_34(); /*35*/ virtual void __unk_vfn_35(); /*36*/ virtual void __unk_vfn_36(); /*37*/ virtual void __unk_vfn_37(); /*38*/ virtual void appendFormattedHovertext(class ItemStackBase const &, class Level &, std::string &, bool) const; /*39*/ virtual void __unk_vfn_39(); /*40*/ virtual void __unk_vfn_40(); /*41*/ virtual void __unk_vfn_41(); /*42*/ virtual void __unk_vfn_42(); /*43*/ virtual void __unk_vfn_43(); /*44*/ virtual void __unk_vfn_44(); /*45*/ virtual int getDamageChance(int) const; /*46*/ virtual void __unk_vfn_46(); /*47*/ virtual void __unk_vfn_47(); /*48*/ virtual void __unk_vfn_48(); /*49*/ virtual void __unk_vfn_49(); /*50*/ virtual void __unk_vfn_50(); /*51*/ virtual void __unk_vfn_51(); /*52*/ virtual void __unk_vfn_52(); /*53*/ virtual void __unk_vfn_53(); /*54*/ virtual int buildIdAux(short, class CompoundTag const *) const; /*55*/ virtual class ItemDescriptor buildDescriptor(short, class CompoundTag const *) const; /*56*/ virtual class ItemStack & use(class ItemStack &, class Player &) const; /*57*/ virtual bool dispense(class BlockSource &, class Container &, int, class Vec3 const &, unsigned char) const; /*58*/ virtual enum ItemUseMethod useTimeDepleted(class ItemStack &, class Level *, class Player *) const; /*59*/ virtual void __unk_vfn_59(); /*60*/ virtual void __unk_vfn_60(); /*61*/ virtual void __unk_vfn_61(); /*62*/ virtual void __unk_vfn_62(); /*63*/ virtual void __unk_vfn_63(); /*64*/ virtual void __unk_vfn_64(); /*65*/ virtual std::string buildDescriptionId(class ItemDescriptor const &, class CompoundTag const *) const; /*66*/ virtual std::string buildEffectDescriptionName(class ItemStackBase const &) const; /*67*/ virtual std::string buildCategoryDescriptionName() const; /*68*/ virtual void readUserData(class ItemStackBase &, class IDataInput &, class ReadOnlyBinaryStream &) const; /*69*/ virtual void writeUserData(class ItemStackBase const &, class IDataOutput &) const; /*70*/ virtual void __unk_vfn_70(); /*71*/ virtual bool inventoryTick(class ItemStack &, class Level &, class Actor &, int, bool) const; /*72*/ virtual void __unk_vfn_72(); /*73*/ virtual enum CooldownType getCooldownType() const; /*74*/ virtual int getCooldownTime() const; /*75*/ virtual void __unk_vfn_75(); /*76*/ virtual void fixupOnLoad(class ItemStackBase &) const; /*77*/ virtual short getDamageValue(class CompoundTag const *) const; /*78*/ virtual void setDamageValue(class ItemStackBase &, short) const; /*79*/ virtual void __unk_vfn_79(); /*80*/ virtual void __unk_vfn_80(); /*81*/ virtual bool isSameItem(class ItemStackBase const &, class ItemStackBase const &) const; /*82*/ virtual std::string getInteractText(class Player const &) const; /*83*/ virtual void __unk_vfn_83(); /*84*/ virtual struct Brightness getLightEmission(int) const; /*85*/ virtual struct TextureUVCoordinateSet const & getIcon(class ItemStackBase const &, int, bool) const; /*86*/ virtual void __unk_vfn_86(); /*87*/ virtual class Item & setIcon(std::string const &, int); /*88*/ virtual class Item & setIcon(struct TextureUVCoordinateSet const &); /*89*/ virtual class Item & setIconAtlas(std::string const &, int); /*90*/ virtual void __unk_vfn_90(); /*91*/ virtual void __unk_vfn_91(); /*92*/ virtual void __unk_vfn_92(); /*93*/ virtual void __unk_vfn_93(); /*94*/ virtual bool _checkUseOnPermissions(class Actor &, class ItemInstance &, unsigned char const &, class BlockPos const &) const; /*95*/ virtual bool _checkUseOnPermissions(class Actor &, class ItemStack &, unsigned char const &, class BlockPos const &) const; /*96*/ virtual void __unk_vfn_96(); /*97*/ virtual void __unk_vfn_97(); /*98*/ virtual bool _useOn(class ItemInstance &, class Actor &, class BlockPos, unsigned char, float, float, float) const; /*99*/ virtual bool _useOn(class ItemStack &, class Actor &, class BlockPos, unsigned char, float, float, float) const; #ifdef ENABLE_VIRTUAL_FAKESYMBOL_SPARKLERITEM MCVAPI bool isHandEquipped() const; #endif MCAPI static struct SparklerItem::ColorInfo const COLORS[]; };